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Chapter 6 Goodhart’s Law: When a Measure Becomes a Target

Where the two sayings come from

The most widely quoted line about failing metrics is “when a measure becomes a target, it ceases to be a good measure”. It is often attributed to the economist Charles Goodhart, but these are not his words.

Evidence

Goodhart’s original wording. Discussing monetary management in the United Kingdom in a 1975 paper for a Reserve Bank of Australia conference on monetary economics, Goodhart wrote that “any observed statistical regularity will tend to collapse once pressure is placed upon it for control purposes” (Goodhart 1975). His target was the way a previously stable relationship between a monetary aggregate and economic activity broke down once the monetary authorities adopted it as a policy target.

The source of the popular version. “When a measure becomes a target, it ceases to be a good measure” comes from a 1997 article in European Review by the anthropologist Marilyn Strathern on the audit of British universities; in the same passage she notes that Keith Hoskin calls the phenomenon “Goodhart’s law” (Strathern 1997; Hoskin 1996).

Evidence

Campbell’s law. The social psychologist and methodologist Donald Campbell independently stated a similar law in a 1979 article: “The more any quantitative social indicator is used for social decision-making, the more subject it will be to corruption pressures and the more apt it will be to distort and corrupt the social processes it is intended to monitor” (Campbell 1979). His examples included police crime statistics and achievement tests in schools.

The two laws describe two sides of one thing. Goodhart stresses that the statistical relationship fails (the indicator no longer predicts what we really care about); Campbell stresses that the process being measured is itself distorted (people change their behaviour to suit the indicator). A famous earlier article in the management literature, Kerr’s 1975 “On the folly of rewarding A, while hoping for B”, collected many similar examples (Kerr 1975).

Why it collapses: a selection model

Calculation

20,000 simulated staff. Each has a baseline true contribution s∼N(0,1)s \sim N(0, 1), a talent for real improvement a∼U(0.5,1.5)a \sim U(0.5, 1.5) and a talent for gaming the metric k∼U(0,2)k \sim U(0, 2), all independent (illustrative parameters). The bonus is bb per metric point. With quadratic costs t2/(2a)t^2/(2a) and g2/(2k)g^2/(2k), each person chooses real effort t=bat = ba and gaming g=bkg = bk. True value is V=s+tV = s + t; the metric is M=s+t+g+εM = s + t + g + \varepsilon (noise with standard deviation 0.5).

# Goodhart as selection. 20,000 staff: true baseline s ~ N(0, 1), talent for real work
# a ~ U(0.5, 1.5), talent for gaming k ~ U(0, 2), independent (illustrative). Pay b per
# metric point; with costs t^2/(2a) and g^2/(2k) each picks t = b a and g = b k.
# True value V = s + t; metric M = s + t + g + noise (sd 0.5).
import random, statistics as st
rng = random.Random(5)
staff = [(rng.gauss(0, 1), rng.uniform(0.5, 1.5), rng.uniform(0, 2), rng.gauss(0, 0.5))
         for _ in range(20000)]

def top(xs, q=0.10):
    return set(sorted(range(len(xs)), key=lambda i: -xs[i])[:int(len(xs) * q)])

def world(b):
    V = [s + b * a for s, a, k, e in staff]
    M = [s + b * a + b * k + e for s, a, k, e in staff]
    burned = st.mean(b * b * k / 2 for _, _, k, _ in staff)      # cost spent on gaming
    overlap = len(top(M) & top(V)) / (len(V) // 10)
    return st.mean(V), st.mean(M), st.correlation(M, V), overlap, burned

print("  b  | mean V | mean M | corr(M, V) | top 10 % by M also top by V | gaming cost")
for b in (0.0, 0.5, 1.0, 2.0, 4.0):
    mv, mm, r, ov, gc = world(b)
    print(f" {b:3.1f} | {mv:5.2f}  | {mm:5.2f}  |    {r:.2f}    |"
          f"            {ov:5.1%}            |    {gc:5.2f}")
#   b  | mean V | mean M | corr(M, V) | top 10 % by M also top by V | gaming cost
#  0.0 | -0.01  | -0.01  |    0.89    |            67.4%            |     0.00
#  0.5 |  0.49  |  0.99  |    0.87    |            63.5%            |     0.12
#  1.0 |  0.99  |  1.99  |    0.80    |            55.5%            |     0.50
#  2.0 |  1.99  |  3.99  |    0.67    |            43.3%            |     1.99
#  4.0 |  4.00  |  7.99  |    0.54    |            35.0%            |     7.98

With b=0b = 0 nobody games; the correlation between metric and true value is 0.89, and of the people in the top 10 % by the metric, 67.4 % are also in the top 10 % by true value. Raising the bonus has three effects. First, true value does rise: the incentive is not useless. Second, the metric rises twice as fast: with these parameters, half of every gain in the metric is gaming. Third, and this is Goodhart’s point, the metric’s ability to tell people apart collapses. At b=4b = 4 the correlation falls to 0.54, and only 35.0 % of the metric’s top 10 % really are in the top 10 %; those being rewarded and promoted are increasingly the skilled gamers. Meanwhile the cost spent on gaming grows like b2/2b^2/2 (7.98 at b=4b = 4), all of it wasted.

Nobody in this model “cheats” to the point of breaking the law, and nobody needs bad intentions. As long as the metric can be pushed up more cheaply than by real improvement, and people differ in their talent for the two, the statistical relationship weakens once pressure is applied.

Multitask principal–agent: why optimal incentives should be “blunted”

Book 16 of this series introduced the 1991 multitask model of Holmström and Milgrom: when a job has several dimensions and only some can be measured, strong incentives on the measurable dimensions pull effort away from the unmeasurable ones, so optimal incentives are often weaker than a single-task model suggests (Holmström and Milgrom 1991). Baker showed in 1992 that the heart of the problem is the misalignment between the metric and the true objective: the less the actions to which the metric responds coincide with the actions to which true value responds, the lower the optimal incentive intensity (Baker 1992). Rather than repeat those models, this section takes up a new question: how audits and spot checks change the trade-off.

Calculation

The agent chooses real work tt and gaming gg; the metric is t+gt + g and the bonus is bb per point. Effort costs C=(t2+g2)/2+stgC = (t^2 + g^2)/2 + s\,tg, with s=0.5s = 0.5 meaning the two compete for the same time and attention. The organisation audits with probability qq and fines each unit of gaming found F=2F = 2 (limited liability caps the fine); auditing costs K=0.4K = 0.4 per unit of qq. Bonuses and fines are transfers, so the organisation’s objective is total surplus t−C−Kqt – C – Kq. The agent’s first-order conditions are b=t+sgb = t + sg and b−qF=g+stb – qF = g + st. The program searches a grid for the best bb and qq, and finally compares “announced” and “unannounced” audits.

# Bonus b per metric point; metric = real work t + gaming g; cost (t^2 + g^2)/2 + s t g,
# s = 0.5. Audit probability q; fine F = 2 per unit of gaming found; audits cost K = 0.4
# per unit of q. Goal: total surplus t - cost - K q (pay and fines are transfers).
# Agent's first-order conditions: b = t + s g and b - q F = g + s t (g >= 0).
S, F, K = 0.5, 2.0, 0.4

def agent(b, q):
    g = (b - q * F - S * b) / (1 - S * S)
    return (b, 0.0) if g <= 0 else ((b - S * (b - q * F)) / (1 - S * S), g)

def surplus(b, q):
    t, g = agent(b, q)
    return t - (t * t + g * g) / 2 - S * t * g - K * q, t, g

bs, qs = [i / 200 for i in range(301)], [i / 200 for i in range(201)]
(w0, t0, g0), b0 = max((surplus(b, 0.0), b) for b in bs)
(w1, t1, g1), b1, q1 = max((surplus(b, q), b, q)
                          for b in bs for q in qs)
print(f"no audit    : b = {b0:.3f}, real work {t0:.3f}, gaming {g0:.3f},"
      f" surplus {w0:.3f}")
print(f"random audit: b = {b1:.3f}, q = {q1:.3f}, real work {t1:.3f}, gaming {g1:.3f},"
      f" surplus {w1:.3f}")
print(f"  audits let the organisation pay {b1 / b0:.1f} times as steeply per point")
# Two gaming routes (each costs g^2/2), budget to audit one route's worth, b = 1.
gaming = lambda q_route, b=1.0: max(0.0, b - q_route * F)
print(f"announced audit of route 1 only: gaming {gaming(1.0):.2f} + {gaming(0.0):.2f}")
print(f"unannounced, each route p = 1/2 : gaming {gaming(0.5):.2f} + {gaming(0.5):.2f}")
# no audit    : b = 0.500, real work 0.333, gaming 0.333, surplus 0.167
# random audit: b = 0.900, q = 0.225, real work 0.900, gaming 0.000, surplus 0.405
#   audits let the organisation pay 1.8 times as steeply per point
# announced audit of route 1 only: gaming 0.00 + 1.00
# unannounced, each route p = 1/2 : gaming 0.00 + 0.00

Without audits, the optimal bonus is only b=0.5b = 0.5: any higher, and the waste from extra gaming outweighs the extra real work; real work and gaming are 0.333 each, and total surplus is 0.167. With random audits, the optimum is q=0.225q = 0.225 and b=0.9b = 0.9: the expected fine qF=0.45qF = 0.45 is just enough to make gaming unprofitable, the agent puts all effort into real work (0.900), and total surplus rises to 0.405. The value of auditing lies not only in catching gaming but in allowing the organisation to use steeper incentives, here 1.8 times as steep.

The last two lines compare two audit arrangements, each with a budget sufficient to check only one route to gaming. An announced audit (always checking route 1, never route 2) merely shifts gaming to route 2: 0 on the first, 1.00 on the second. If it is not announced which route will be checked, and each is checked with probability one half, the expected fine on both routes is 1.0, just enough to match the bonus, and gaming on both is suppressed.

Left: as bonus intensity rises, both the correlation between metric and true value and the share of the metric’s top 10 % who are truly in the top 10 % fall. Right: total surplus against bonus intensity; without audits the optimal bonus is low; with random audits just sufficient to deter gaming, the optimal bonus is higher and total surplus larger. All parameters are illustrative.

Evidence

Opacity and randomisation. Lazear analysed this question in 2006 through the analogy of “speeding, terrorism and teaching to the test”: should one announce in advance what will be tested, or where the police will check speeds? His answer depends on the cost of learning (or of complying). For high-cost learners, or when monitoring technology is inefficient, it is better to announce what will be tested, which concentrates incentives; for efficient learners, de-emphasising the test itself is better. The speeding analogy runs the same way: when police are few, it is better to tell drivers where they are posted; when police are plentiful or fines high, keeping their locations secret makes drivers obey the law everywhere (Lazear 2006). Ederer, Holden and Meyer showed in 2018, in a two-task model where only the agent knows which task is cheaper, that deliberately keeping the incentive scheme opaque (leaving the agent unsure which task will be rewarded more) can reduce gaming but adds risk for a risk-averse agent; they give conditions under which opaque schemes beat transparent ones (Ederer, Holden, and Meyer 2018).

Note

Limits of the model, and crowding out. The program assumes a risk-neutral agent, accurate audits and enforceable fines. In reality audits can err, and frequent checks may be read by staff as “not being trusted”. Book 24 of this series discussed how extrinsic rewards and controlling supervision can crowd out intrinsic motivation (Bénabou and Tirole model it as a signalling problem (Bénabou and Tirole 2003)): an audit regime that makes people feel suspected may reduce gaming while also reducing the voluntary, unmeasured effort they give. The conclusions of this chapter are therefore conditional: random, multidimensional audits whose purpose is explained in advance are more likely to do more good than harm than dense, single-dimension, punitive checks.

Designing metrics that resist gaming

Translated into practice, the models of this chapter give four rules:

  1. Find the cheapest route to gaming. For each key metric, ask “what is the cheapest way to push it up a little without creating any real value?” If that way is cheaper than real improvement, the metric has a leak.
  2. Use several dimensions. Use a few metrics that check each other (on-time delivery and the defect rate recorded by the receiving side, for example), so that gaming any single route leaves traces on another metric.
  3. Spot-check at random. Have people who are not rewarded or penalised on the metric check it in a way not announced in advance; the expected penalty from a check must exceed the gain from gaming.
  4. Control the steepness of incentives. Until gaming can be contained, keep incentives somewhat “blunt”; once gaming is contained, raise their intensity step by step.

Hypothesis · not established

“Red-team” tests predict metric failure (not established). Before a metric is introduced, have a group of people not rewarded on it list the routes to gaming and estimate their costs. Prediction: metrics that the red team flags as “cheaper to game than to improve genuinely” will show a significantly larger fall, one year after introduction, in their correlation with an independent measure of real outcomes than unflagged metrics. If the two kinds of metric show no difference in how their correlations change, the hypothesis is weakened.

Chapter summary

Goodhart’s 1975 wording was “any observed statistical regularity will tend to collapse once pressure is placed upon it for control purposes”; the popular “when a measure becomes a target” comes from Strathern in 1997; Campbell in 1979 stressed that indicators corrupt the process they measure. A selection model shows that as long as gaming is cheaper than real improvement and people differ in their talent for gaming, the higher the bonus, the worse the metric becomes at telling people apart. The main value of random audits is that they allow steeper incentives; audits that announce which route they check merely shift gaming, while unannounced random audits can suppress several routes at once, though they may add risk and crowd out unmeasured effort. The next chapter reads these modern results beside ancient Chinese debates on reward, punishment, names and reality.

References

Baker, George P. 1992. “Incentive Contracts and Performance Measurement.” Journal of Political Economy 100 (3): 598–614. https://doi.org/10.1086/261831.
Bénabou, Roland, and Jean Tirole. 2003. “Intrinsic and Extrinsic Motivation.” Review of Economic Studies 70 (3): 489–520. https://doi.org/10.1111/1467-937X.00253.
Campbell, Donald T. 1979. “Assessing the Impact of Planned Social Change.” Evaluation and Program Planning 2 (1): 67–90. https://doi.org/10.1016/0149-7189(79)90048-X.
Ederer, Florian, Richard Holden, and Margaret Meyer. 2018. “Gaming and Strategic Opacity in Incentive Provision.” RAND Journal of Economics 49 (4): 819–54. https://doi.org/10.1111/1756-2171.12253.
Goodhart, Charles A. E. 1975. “Problems of Monetary Management: The u.k. Experience.” In Papers in Monetary Economics. Vol. 1. Sydney: Reserve Bank of Australia.
Holmström, Bengt, and Paul Milgrom. 1991. “Multitask Principal-Agent Analyses: Incentive Contracts, Asset Ownership, and Job Design.” Journal of Law, Economics, and Organization 7: 24–52.
Hoskin, Keith. 1996. “The ‘Awful Idea of Accountability’: Inscribing People into the Measurement of Objects.” In Accountability: Power, Ethos and the Technologies of Managing, edited by Rolland Munro and Jan Mouritsen, 265–82. London: International Thomson Business Press.
Kerr, Steven. 1975. “On the Folly of Rewarding a, While Hoping for b.” Academy of Management Journal 18 (4): 769–83.
Lazear, Edward P. 2006. “Speeding, Terrorism, and Teaching to the Test.” Quarterly Journal of Economics 121 (3): 1029–61. https://doi.org/10.1162/qjec.121.3.1029.
Strathern, Marilyn. 1997. “‘Improving Ratings’: Audit in the British University System.” European Review 5 (3): 305–21.

Fan, Y. (2026). Mechanism Design, Incentive Compatibility and the Game Theory of Negotiation: From Vickrey Auctions and the Myerson-Satterthwaite Theorem to Nash Bargaining, Read Beside Classical Chinese Legalist and Confucian Institutional Thought [机制设计、激励相容与谈判博弈的数学模型] (Version 1.0.0). 5D Library. https://doi.org/10.5281/zenodo.23765012 · Licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0).